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Moving platform....

Posted: Sat Jan 10, 2004 10:16 pm
by dooguesgoober4
Is it possible to create some sort of assembly line table type thing and have the chain on it moving????

EDIT ~ I have a dense cylinder that i am using for the circulating chain of the assembly line table. Maybe that helps???

Posted: Sat Jan 10, 2004 11:47 pm
by Random
Try editing the shader to give the textures a scrolling effect instead of moving the actual brush. I dont recall exactly what command to use and for some reason the shader bible is down. but here is the link.

http://qeradiant.com/manual/Q3AShader_Manual/index.htm

I think rgbGen wave is the one your lookin for i just cant remember if you want to use square sin or something else.

Hope this somehow helps.

script

Posted: Sun Jan 11, 2004 1:17 am
by tltrude
You could make the chain a script_object and move it with your map's script. But, you would have to move sections of it under the table/floor to make it continous. So, it may be easier just to make a chain texture and scroll it with a shader, as Random said.

Here is a working link to a Q3 shader manual:
http://www.heppler.com/shader/shader/index.html

And, a link to download it:
http://www.heppler.com/shader/shader/Q3 ... manual.zip

Posted: Sun Jan 11, 2004 6:08 am
by dooguesgoober4
Now how do I change the shader....LoL

Posted: Sun Jan 11, 2004 10:51 am
by jv_map
Random wrote:I think rgbGen wave is the one your lookin for i just cant remember if you want to use square sin or something else.
rgbGen wave is more for flashing lights... you need tcMod scroll in this case :wink:

Posted: Sun Jan 11, 2004 11:01 am
by wacko
a texture movingbelt.tga in folder main/textures/machine and a machine.shader in main/scripts with this

Code: Select all

textures/machine/movingbelt
{
	qer_keyword signs
	surfaceparm metal
	{
		map textures/machine/movingbelt.tga
		depthWrite
		tcMod scroll 0 1 //adjust this line for direction and speed
		tcMod scale 1 1
	}
	{
		map $lightmap
		rgbGen identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}
}
will move!

Posted: Mon Jan 12, 2004 12:36 am
by dooguesgoober4
I'm sorry but that doesn't really tell me how I make the texture move....sorry im beign so irritable with this question but i just think it would be really kewl to have it in my map.....I am one of those types of people who learn by doing, so could someone please tell me what to do step by step, im still now sure which texture im gonna use though.... :?

Posted: Mon Jan 12, 2004 8:22 am
by wacko
i have put a moving belt in the mohaa recycling bin (in misc).
u should download it and take a look. :wink:

p.s.: I used general_industrial/ventshaft_conexn without any alterations in this example. So u could as well change the included belt.shader to something like

Code: Select all

textures/belt/movingbelt 
{ 
   qer_keyword signs 
   surfaceparm metal 
   { 
      map textures/general_industrial/ventshaft_conexn.tga
      depthWrite 
      tcMod scroll 1 0 //adjust this line for direction and speed 
      tcMod scale 1 1 
   } 
   { 
      map $lightmap 
      rgbGen identity 
      blendFunc GL_DST_COLOR GL_ZERO 
      depthFunc equal 
   } 
} 
this way u would not have to include the texture with your pk3 and leave it a bit smaller. just to show u how u would use a custom texture I did it the other way.

Posted: Mon Jan 12, 2004 6:10 pm
by dooguesgoober4
awesome.....one last question, i think, lol, how exactly do you edit the shader....where do you go????

EDIT ~ Nevermind guys, I figured out how to compile the pk3 files and all that good stuff just by looking at your movingplatform pk3 thing, thanks a lot!!!

Posted: Wed Jan 14, 2004 8:09 pm
by hogleg
edit it with Notepad. I learned here:

http://users.1st.net/kimberly/Tutorial/cust-text.htm

:wink: